Table Of Contents
Introduction
This shader allows you to combine the results of up to 4 bump, normal and round corners shader nodes.
The output of this shader is a displacement vector, which when attached to the material bump-map input will result in a perturbed normal.
We recommend when using regular height-field bump maps, you pre-blend the texture input, which is more accurate and more flexible than using this node to do blending after generating the bump.
Base
Input
This is the bump/normal map displacement vector for the base layer of the material.
Layer 0, 1, 2
Bump Input
This is the bump map displacement vector for a subsequent layer of the material.
Bump Weight
This is a scale that is applied to the bump map displacement vector, to control the 'strength' of the bump.
Additive Mode
By default the blending method for layers is that they 'take' from the previous layers and so on. For example, if Layer 0 had a 'Blend Weight' of 1.0, the base layer would contribute nothing, leaving only Layer 0's bump contribution. This option allows you to disable that blending rule and just add the subsequent layers.
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Layer 1 Weight: 0.0 Additive Mode: Disabled Base Layer: Brick Texture Layer 1: Cobblestone Texture |
1.0 Disabled |
0.5 Disabled |
0.5 Enabled |
1.0 Enabled |